Ejemplo n.º 1
0
    /// <summary>
    /// Generate the A2_Tile or the A4Top tiles from the single image tile
    /// </summary>
    /// <param name="tile_path">Path of the dir where the single image are located</param>
    /// <param name="rule_tiles">Rule to create the tile</param>
    /// <param name="wBlock">width of the block</param>
    public static void Generate_A4_Tile(string source_File_Path, string tile_path, Dictionary <byte, int> rule_tiles, int wBlock)
    {
        //create the auto tile
        string atile_path = string.Format(@"{0}/_{1}/{2}.asset", Tiles_Utility.Auto_Tile_Folder_Path, Path.GetFileNameWithoutExtension(source_File_Path),
                                          Path.GetFileNameWithoutExtension(tile_path));
        string dir = string.Format(@"{0}/{1}", Tiles_Utility.Auto_Tile_Folder_Path, Path.GetFileNameWithoutExtension(source_File_Path));

        if (!Directory.Exists(dir))
        {
            Directory.CreateDirectory(dir);
        }
        A4_Top_Tile atile = ScriptableObject.CreateInstance <A4_Top_Tile>();

        if (File.Exists(atile_path))
        {
            atile = AssetDatabase.LoadAssetAtPath <A4_Top_Tile>(atile_path);
        }
        EditorUtility.SetDirty(atile);

        if (atile != null)
        {
            atile.tile_Variants = new Sprite[rule_tiles.Count];
            string[] tiles = Directory.GetFiles(tile_path, "*.png");
            foreach (var fTile in tiles)
            {
                //set the image importer setting
                Tiles_Utility.Set_Impoter_Settings(fTile, wBlock);
            }

            int cc = 0;
            //StreamWriter myFile = new StreamWriter(@"C:\tmp\file.txt");
            foreach (var kvp in rule_tiles)
            {
                Sprite tmp = AssetDatabase.LoadAssetAtPath <Sprite>(tiles[kvp.Value]);
                if (cc == 0) //setting the sprite for the tile palette
                {
                    cc++;
                    atile.sprite  = tmp;
                    atile.preview = tmp;
                }
                atile.tile_Variants[kvp.Key] = tmp;
                //myFile.WriteLine(string.Format("{0},{1}", kvp.Key, kvp.Value));
            }
            //myFile.Close();
        }
        if (File.Exists(atile_path))
        {
            AssetDatabase.SaveAssets();
        }
        else
        {
            AssetDatabase.CreateAsset(atile, atile_path);
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Genetate the A2_Tile or the A4Top tile from a sprite sheet image that contains al the tile
    /// </summary>
    /// <param name="tile_path">Path of the sprite sheet image</param>
    /// <param name="rule_tiles">Rule to crate the auto tile</param>
    public static void Generate_A4_Tile_SS(string source_File_Path, string tile_path, Dictionary <byte, int> rule_tiles)
    {
        //create the auto tile
        string atile_path = string.Format(@"{0}/_{1}/{2}.asset", Tiles_Utility.Auto_Tile_Folder_Path, Path.GetFileNameWithoutExtension(source_File_Path),
                                          Path.GetFileNameWithoutExtension(tile_path));
        string dir = string.Format(@"{0}/_{1}", Tiles_Utility.Auto_Tile_Folder_Path, Path.GetFileNameWithoutExtension(source_File_Path));

        if (!Directory.Exists(dir))
        {
            Directory.CreateDirectory(dir);
        }
        //A2_Tile atile = new A2_Tile();
        A4_Top_Tile atile = ScriptableObject.CreateInstance <A4_Top_Tile>();

        if (File.Exists(atile_path))
        {
            atile = AssetDatabase.LoadAssetAtPath <A4_Top_Tile>(atile_path);
        }
        EditorUtility.SetDirty(atile);

        if (atile != null)
        {
            atile.tile_Variants = new Sprite[rule_tiles.Count];
            object[] vars = AssetDatabase.LoadAllAssetsAtPath(tile_path);

            int cc = 0;
            foreach (var kvp in rule_tiles)
            {
                Sprite tmp = vars[kvp.Value + 1] as Sprite;
                if (cc == 0) //setting the sprite for the tile palette
                {
                    cc++;
                    atile.sprite  = tmp;
                    atile.preview = tmp;
                }
                atile.tile_Variants[kvp.Key] = tmp;
            }
        }
        if (File.Exists(atile_path))
        {
            AssetDatabase.SaveAssets();
        }
        else
        {
            AssetDatabase.CreateAsset(atile, atile_path);
        }
    }